I've been doing a lot of reading these past 2 days on curves and surfaces and I noticed a lot of cloth and physics simulation demos use some form of spatial divisioning surfaces on models themselves in order to simulate effects such as wind. These surfaces were generated via the B-Splines method or NURBS in some cases.
I remember NURBS being a popular topic back in the Quake 3 days where the statues of the "Oh-so popular" demo map in Quake 3 had used B-Splines generated by the artist on the statue.
Since then video cards have become hugely more powerful and with that more powerful mathematical models are now being used in real time to do things that were previously unthinkable.
It's been around 5-6 years since that time.
With the introduction of vertex shaders on the Geforce 3 and current power of hardware why aren't game developers using curves and surfaces such as NURBS more often?
Why aren't video cards touting them as a feature?
Is it possible to use NURBS in a AAA title and still maintain decent performance?
I remember NURBS being a popular topic back in the Quake 3 days where the statues of the "Oh-so popular" demo map in Quake 3 had used B-Splines generated by the artist on the statue.
Since then video cards have become hugely more powerful and with that more powerful mathematical models are now being used in real time to do things that were previously unthinkable.
It's been around 5-6 years since that time.
With the introduction of vertex shaders on the Geforce 3 and current power of hardware why aren't game developers using curves and surfaces such as NURBS more often?
Why aren't video cards touting them as a feature?
Is it possible to use NURBS in a AAA title and still maintain decent performance?